Using the AND and OR nodes in blueprints will evaluate the second argument even if the first is enough to pass/fail the condition.
Using the AND node where the first argument evaluates to false still checks the second. Using the OR node where the first argument evaluates to true still checks the second.
This behavior differs from C++ where AND (&&) and OR (||) will exit if the first argument satisfies the condition.
Result:
Pressing T will print both Func3 and Func1 even though Func3 being false means the condition fails (and doesn't need to check Func1)
Pressing Y will print both Func2 and Func4 even though Func2 being true means the condition passes (and doesn't need to check Func4)
Expected:
If the first condition meets the requirements for the expression, the second condition is ignored
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Head over to the existing Questions & Answers thread and let us know what's up.
76 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.9.2 |
Created | Oct 12, 2015 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |